Battle Analysis


Tech tools for the analysis of military conficts

target platforms: web, desktop and mobile

terrain:
map

Web interface:

As the mouse moves over the battlefield, the hexagon name and terrain is displayed. Terrain can be attached to hexagons and hexsides.

Battlefield events: click on a counter to activate the unit, click again on the map to place the counter.

Wargame Engine:

Battlefield events → wargame commands → rules → components, calculators and data.

Calculators:

Each wargame analysis has uniqued rules

Analytic Geometry

The Hexagon Library uses analytical geometry on a cartesian coordinate system to calculate range, bearing, line of sight and zone of control.

The Hexagon Library is used for placing counters on the wargame map.

Hexagons are located by a (x,y) coordinate (). The hexagon name is calculated .

Data: structured based on principles of war

The principles of War: Carl von Clausewitz

P = N * Q * V

N represents the number of troops in the force, which are the counters.

Q is the fighting quality of the troops, which is the attacking and defending strength values.

V is the variable factors reflecting the combat circumstances, such as the terrain effects.

Force data (N * Q) counters to represent the force size (N) and the unit's stength (Q).

Terrain data (V) affects the unit's movement (TEM) and it's combat effectiveness (TEC) (V).

Wargame data Sequence of play and wargame constraints.

Map data size and grid type of wargame map.


Project Steps:

  1. Hexagon Library: hexagon math for unit placement, range, bearing and line of sight
  2. Battlefield: wargame map and unit images for display and recording mouse events
  3. Wargame Commands: process mouse events into wargame commands
  4. Wargame Rules: process commands using rules
  5. Wargame Components: wargame, terrain, force, map
  6. Wargame Data: wargame, terrain, map size, and order of battle data.
  7. Wargame Calculators: special rules concerning movement, combat, and victory